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levi

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Everything posted by levi

  1. Re: Who was the LAMEST?
  2. Re: Reasoning from effect/I think I have finaly done it/GL Bubbles
  3. Re: Who was the LAMEST? AMEN! I think there are many of us who would put those dark days of the early 90's in a locked box at the bottom of the ocean. This was the time of Marvel's Rusty Iron Age where every hero was replaced by an overtly psychotic version...Spidey had Venom, Cap had US Agent, Iron-Man had War Machine, Thor had Thunderstrike (not so much psycho as lameass really) the list goes on.
  4. levi

    The Destroyers

    Re: The Destroyers
  5. Re: Character Build Question - How Would You Do It? I GM'd a character like this once and we built it like an really advanced RC vehicle. The Character was a former extreme athlete turned Air Force Test Pilot turned Private Corp Test Pilot. The vehicles were built on the same guidelines as the other characters in the game and the main character paid points for them. He eventually designed several vehicle-bots that he could control remotely, each with a different suite of powers.
  6. levi

    The Destroyers

    Re: The Destroyers No soup for you! Well OK you can have some soup, I'm such a soft touch.
  7. levi

    The Destroyers

    Re: The Destroyers No hard feelings, glad you enjoyed them. If I can dig up the old module, I will post a version of DC that woud fit with the rest.
  8. levi

    The Destroyers

    Re: The Destroyers Where's Death Commando? Where's Death Commando?!? Where's Death Commando!!??!! That's what I get??? Not a hearty "Thanks Levi, for drumming these up and posting them so that the rest of us can benefit from your generosity. Gee What a nice guy, here's some Rep for ya!" Instead I get "Where's Death Commando?" Geez! Anyway, I never liked Death Commando and don't use him.
  9. levi

    The Destroyers

    Re: The Destroyers This is Deathstroke as I use them....basically a dysfunctional family of Super-Terrorists. Requiem Player: Val** Char*** Cost 20** STR 10 20** DEX 30 25** CON 30 17** BODY 14 20** INT 10 15** EGO 10 20** PRE 10 16** COM 3 * 15/25** PD 11 15/25** ED 10 5** SPD 20 10** REC 2 50** END 0 40** STUN 0 *9"**RUN02"**SWIM04"**LEAP0Characteristics Cost: 160 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 6** Athletic: Running +3" (9" total)* 1 60** Sonic Attacks: Multipower, 60-point reserve* 6u** 1) Sonic Scream: EB 12d6 (60 Active Points)* 6 6u** 2) Ear-Splitting: RKA 4d6 (60 Active Points)* 6 6u** 3) Focused Harmonics: EB 8d6, Armor Piercing (+1/2) (60 Active Points)* 6 6u** 4) Sonic Wail: EB 4d6, NND (Hearing Flash Defense; +1), Area Of Effect (4" Radius; +1) (60 Active Points)* 6 33** Sonic Boost: Aid 4d6, any Sonic power one at a time (+1/4) (50 Active Points); Self Only (-1/2)* 0 Powers Cost: 158 Cost** Martial Arts Maneuver ** Self-Defense* 3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike* 4** 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* Martial Arts Cost: 15 Cost** Skill ** Deathstroke* 3** 1) Teamwork 13-* 9** 2) +3 with Teamwork Attacks* 3** Breakfall 13-* 3** Combat Driving 13-* 3** Combat Piloting 13-* 3** Computer Programming 13-* 3** Demolitions 13-* 3** Electronics 13-* 3** Interrogation 13-* 3** Lockpicking 13-* 3** Mechanics 13-* 3** Oratory 13-* 3** Paramedics 13-* 3** Persuasion 13-* 3** Security Systems 13-* 3** Tactics 13-* 3** Trading 13-* 3** KS: International Finance 13-* 3** KS: Espionage World 13-* 16** +2 with All Combat* Skills Cost: 79 Cost** Perk 35** Followers* 20** Vehicles & Bases* 10** Money: Wealthy* Perks Cost: 65 Cost** Talent 3** Lightning Calculator* 3** Perfect Pitch* Talents Cost: 6 Total Character Cost: 483 Val** Disadvantages 5** Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)* 20** Enraged: If Brother is downed (Common), go 11-, recover 11-* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 15** Psychological Limitation: Greedy, Self-Serving (Common, Strong)* 15** Psychological Limitation: Anarchist (Common, Strong)* 15** Psychological Limitation: Driven to be the Best (Common, Strong)* 10** Social Limitation: Known Mutant (Frequently, Minor)* 20** Vulnerability: 2 x STUN Electricity Attacks (Common)* Disadvantage Points: 125 Base Points: 200 Experience Required: 158 Total Experience Available: 158 Experience Unspent: 0 Chiller Player: Val** Char*** Cost 20** STR 10 20** DEX 30 25** CON 30 17** BODY 14 20** INT 10 15** EGO 10 20** PRE 10 16** COM 3 * 15/25** PD 11 15/25** ED 10 5** SPD 20 10** REC 2 50** END 0 40** STUN 0 *9"**RUN02"**SWIM04"**LEAP0Characteristics Cost: 160 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 6** Athletic: Running +3" (9" total)* 1 60** Ice Attacks: Multipower, 60-point reserve* 6u** 1) Icy Blast: EB 12d6 (60 Active Points)* 6 6u** 2) Ice Spikes: RKA 4d6 (60 Active Points)* 6 6u** 3) Ice Bonds: Entangle 6d6, 6 DEF (60 Active Points)* 6 6u** 4) Freeze Wave: EB 4d6, NND (LS: Extreme Cold; +1), Area Of Effect (4" Radius; +1) (60 Active Points)* 6 6u** 5) Icy Fog: Darkness to Sight Group 6" radius (60 Active Points)* 6 6u** 6) Ice Slides: Flight 15", x8 Noncombat, Usable Simultaneously (up to 2 people at once; +1/2) (60 Active Points)* 6 33** Ice Boost: Aid 4d6, any Ice power one at a time (+1/4) (50 Active Points); Self Only (-1/2)* 0 Powers Cost: 170 Cost** Martial Arts Maneuver ** Self-Defense* 3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike* 4** 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* Martial Arts Cost: 15 Cost** Skill ** Deathstroke* 3** 1) Teamwork 13-* 9** 2) +3 with Teamwork Attacks* 3** Breakfall 13-* 3** Combat Driving 13-* 3** Combat Piloting 13-* 3** Computer Programming 13-* 3** Demolitions 13-* 3** Electronics 13-* 3** Interrogation 13-* 3** Lockpicking 13-* 3** Mechanics 13-* 3** Oratory 13-* 3** Paramedics 13-* 3** Persuasion 13-* 3** Security Systems 13-* 3** Tactics 13-* 3** Trading 13-* 3** KS: International Finance 13-* 3** KS: Espionage World 13-* 16** +2 with All Combat* Skills Cost: 79 Cost** Perk 10** Money: Wealthy* Perks Cost: 10 Cost** Talent 3** Lightning Calculator* 3** Perfect Pitch* Talents Cost: 6 Total Character Cost: 440 Val** Disadvantages 5** Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)* 20** Enraged: If Brother is downed (Common), go 11-, recover 11-* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 15** Psychological Limitation: Greedy, Self-Serving (Common, Strong)* 15** Psychological Limitation: Anarchist (Common, Strong)* 15** Psychological Limitation: Driven to be the Best (Common, Strong)* 10** Social Limitation: Known Mutant (Frequently, Minor)* 20** Vulnerability: 2 x STUN Heat & Fire Attacks (Common)* Disadvantage Points: 125 Base Points: 200 Experience Required: 115 Total Experience Available: 115 Experience Unspent: 0 Arrowhead Player: Val** Char*** Cost 60** STR 50 20** DEX 30 30** CON 40 20** BODY 20 15** INT 5 11** EGO 2 20** PRE 10 8** COM -1 * 20/30** PD 8 15/25** ED 9 5** SPD 20 20** REC 4 60** END 0 65** STUN 0 *6"**RUN02"**SWIM021"**LEAP0Characteristics Cost: 197 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 17** Bulletproof Skin: Damage Resistance (20 PD/15 ED)* 0 9** Strong Legs: Leaping +9" (21" forward, 10 1/2" upward)* 1 30** Ultra Crossbow: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)* 3u** 1) Standard Arrowhead: RKA 4d6, 16 Charges (+0) (60 Active Points); OAF (-1)* [16] 3u** 2) Armor Piercing Arrowhead: RKA 2 1/2d6, 16 Charges (+0), Armor Piercing (+1/2) (60 Active Points); OAF (-1)* [16] 3u** 3) Brick Buster Arrowhead: RKA 2 1/2d6, 16 Charges (+0), Penetrating (+1/2) (60 Active Points); OAF (-1)* [16] 3u** 4) Explosive Arrowhead: EB 8d6, 16 Charges (+0), Explosion (+1/2) (60 Active Points); OAF (-1)* [16] Powers Cost: 103 Cost** Skill ** Deathstroke* 3** 1) Teamwork 13-* 9** 2) +3 with Teamwork Attacks* 3** Combat Driving 13-* 3** Combat Piloting 13-* 3** Demolitions 12-* 3** Interrogation 13-* 3** Mechanics 12-* 3** Navigation 12-* 3** Streetwise 13-* 3** Systems Operation 12-* 2** Weaponsmith (Crossbows) 12-* 6** +2 with Punch, Grab & Haymaker* 6** +2 with Ultra Crossbow* 4** Penalty Skill Levels: +2 vs. Range Modifier with Ultra Crossbow* Skills Cost: 54 Cost** Perk 5** Money: Well Off* Perks Cost: 5 Total Character Cost: 359 Val** Disadvantages 10** Distinctive Features: Facial Scarring (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 15** Psychological Limitation: Compulsive Gambler (Common, Strong)* 15** Psychological Limitation: Hatred of Capable Women (Common, Strong)* 15** Social Limitation: Alcoholic (Frequently, Major)* 20** Vulnerability: 2 x BODY Acid Attacks (Common)* Disadvantage Points: 100 Base Points: 200 Experience Required: 59 Total Experience Available: 59 Experience Unspent: 0 Stinger Player: Val** Char*** Cost 45** STR 35 25** DEX 45 25** CON 30 14** BODY 8 23** INT 13 14** EGO 8 20** PRE 10 6** COM -2 * 9/25** PD 0 5/21** ED 0 5** SPD 15 15** REC 2 50** END 0 50** STUN 0 *6"**RUN02"**SWIM09"**LEAP0Characteristics Cost: 164 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 18** Exoskeleton: Armor (6 PD/6 ED)* 0 15** Insectoid Wings: Flight 11" (22 Active Points); Restrainable (-1/2)* 2 24** Claws and Mandibles: HKA 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4)* 3 10** Wall-Crawling: Clinging (normal STR)* 0 ** Insectoid Senses* 10** 1) Increased Arc Of Perception (360 Degrees) with Sight Group* 0 5** 2) UV Perception (Sight Group)* 0 10** 3) Tracking with Smell/Taste Group* 0 9** 4) +3 PER with all Sense Groups* 0 48** Insectoid Attacks: Multipower, 60-point reserve, (60 Active Points); all slots Limited Range 8" (-1/4)* 5u** 1) Projectile Stingers: EB 6d6, NND (Hardened Defenses; +1) (60 Active Points); Limited Range 8" (-1/4)* 6 5u** 2) Sticky Silkish Goo Spit: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points); Limited Range 8" (-1/4)* 6 Powers Cost: 194 Cost** Skill ** Deathstroke* 3** 1) Teamwork 14-* 9** 2) +3 with Teamwork Attacks* 6** Animal Handler (Insects & Anthropods) 15-* 3** Acrobatics 14-* 3** Breakfall 14-* 3** Computer Programming 14-* 5** Cramming * 3** Cryptography 14-* 3** Deduction 14-* 3** Inventor 14-* 3** Paramedics 14-* 3** Shadowing 14-* 3** Stealth 14-* 3** Systems Operation 14-* 16** +2 with All Combat* 9** +3 with Flight* 3** Scientist* 2** 1) SS: Biology 14- (3 Active Points)* 2** 2) SS: Entemology 14- (3 Active Points)* 2** 3) SS: Genetics 14- (3 Active Points)* Skills Cost: 87 Cost** Perk 5** Money: Well Off* 15** Vehicles & Bases* Perks Cost: 20 Total Character Cost: 465 Val** Disadvantages 25** Distinctive Features: Insect-Man Hybrid (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 5** Physical Limitation: Limited Manipulation (opposable, rigid claws - not fingers) (Infrequently, Slightly Impairing)* 20** Psychological Limitation: Obsessed with Research (Common, Total)* 15** Psychological Limitation: Vengeful (Common, Strong)* 15** Psychological Limitation: Casual Killer (Common, Strong)* 25** Social Limitation: Abandoned Humanity (Very Frequently, Severe)* 10** Vulnerability: 2 x Effect Gas Attacks (Uncommon)* Disadvantage Points: 140 Base Points: 200 Experience Required: 125 Total Experience Available: 125 Experience Unspent: 0 Scatterbrain Player: Val** Char*** Cost 15** STR 5 15** DEX 15 30** CON 40 12** BODY 4 13** INT 3 18** EGO 16 15** PRE 5 20** COM 5 * 10/20** PD 7 10/20** ED 4 5** SPD 25 9** REC 0 60** END 0 40** STUN 5 *9"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 134 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 6** Jogs 3 Miles a Day: Running +3" (9" total)* 1 16** Scattered Thoughts: Mental Defense (20 points total)* 0 56** Like Totally Telepathic: Multipower, 90-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (112 Active Points); all slots Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4u** 1) Pain Projection: Ego Attack 9d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4 4u** 2) Pain Wave: Ego Attack 4d6, Area Of Effect (4" Radius; +1), Selective (+1/4) (90 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4 4u** 3) Lemme Show You My Nightmares: Mental Illusions 18d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2), Limited Power (Only to Show the target Nightmare Scenarios (Falling, Drowning, Burning, Swarmed by Insects, Snakes, etc...); -1/4)* 4 4u** 4) Get the 411: Telepathy 18d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4 4u** 5) Find the Target: Mind Scan 10d6, +20 ECV (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4 Powers Cost: 133 Cost** Martial Arts Maneuver ** Basic Self-Defense* 3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike* 4** 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* Martial Arts Cost: 11 Cost** Skill 3** Conversation 12-* 3** Persuasion 12-* 3** Seduction 12-* 3** Trading 12-* 10** +5 with PRE Skills* 3** Sleight Of Hand 12-* 2** KS: Pop Culture 11-* 15** +5 with Telepathic MP* Skills Cost: 42 Cost** Perk 5** Money: Well Off* Perks Cost: 5 Total Character Cost: 325 Val** Disadvantages 5** Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 20** Hunted: PSI 8- (Mo Pow, NCI, Capture)* 20** Psychological Limitation: Easily Distracted (Common, Total)* 20** Psychological Limitation: Fears her Uncles (Requiem & Chiller) (Common, Total)* 15** Psychological Limitation: Enjoys Manipulating Others (Common, Strong)* 10** Social Limitation: Stereotypical Vapid Blond (Frequently, Minor)* 10** Vulnerability: 1 1/2 x Effect PRE Attacks (Common)* Disadvantage Points: 125 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  10. Re: Speedster question I couldn't agree more and this is one of those times as a GM where you just have to be firm about saying NO. Discuss it with the player after the game, I'm sure je'll understand that this is a game and as such all players (GM included) are supposed to have fun. This is also "dramatic reality" and as such, nothing is more important than the story. Pay him back by setting up an obstacle that only his speedster can get them past so he doesn't feel picked on.
  11. Re: Speedster question I could see him using the Power Skill for this Speed Trick, but only if the GM allows it. You can't think of everything when you are making a character and that's what the Power Skill is for. If he wanted to buy it for his character, he could buy it for very little as... HKA 1 point, NND (Force Field; +1), Does BODY (+1) (15 Active Points); Increased Endurance Cost (x5 END; -2), Limited Power (Only v. Inanimate Objects; -1), Extra Time (Full Phase, -1/2) 15 Active Points 6 Real Points 5 END. The wall in the example would require 20 PHA to bring down, but it would be possible.
  12. Re: [Challenge] The Ultimate Champions Universe Marvel's basis (other than gads of new revenue and pissing off some hardcore fans) for the Ultimate Line is to modernize & update classic characters and put a fresh spin on decades of mired continuity. The current Champions; Defender, Witchcraft, NightHawk, IronClad & Saphire are modernized heroes and as such do not need an Ultimate treatment IMO. The others however... The Champions of Earth - In a parallel dimension from the mainstream Heroverse there exists a world that progressed to the dawn of the 21st Century without the existance of Superheroes. This all changed when Istvatha V'han The Empress of a Thousand Dimensions found this one. When V'han peered into this dimension her intrusion inadvertently sparked a cosmic spike of energy to wash through the dimension. Some call it Magic, others Cosmic Balance, but whatever the rationale the fact that the Universe had changed is one no one may dispute. As the Empress fought other more pressing battles, this dimension began to spawn superhumans and modern day Earth would have to find a way to cope. Over the last five years Earth has become inundated with Mutants, Supertechnology, Monsters, Aliens, Magicians and Heroes. The greatest of these Heroes have banded together for he greater good and formed the Superteam known as The Champions of Earth. Giant - The world's only surviving subject of Dr. Titanicus' experiments to create an army of mythical Giants. This former soldier has become the strongarm and backbone of this collection of heroes. His powers include both Growth and Shrinking, though the latter is almost never used. Rose - Young ward of Dr. Arcane, the Rose is a Mutant born with the abilities of Desolidification and Teleportation (both accompanied by the scent of roses). She has been chosen as the inheritor of Earth's Prime Magus when her master retires, but she has a dark secret the others must never learn. Gargoyle - An Emergency Medical Technician who volunteered to be the mortal vessel for an ancient, troubled spirit. Now he can unleash the beast in times of need, but often Dr. Arcane must forcibly revert him to human form. Flare - A glowing vision of perfection. She regularly makes the talk-show circuits and is a must-have on the trendiest invitation lists. Flare is the spokesperson for the team and the member least likely to respond to a distress call due to a prior engagement. She has openly opposed the memberships of Gargoyle, Rose, Dr. Arcane and Solitaire within the group and her pouting exits from the HQ after such discussions has made all the tabloids. Marksman - Inventor of the Protect and Serve 3000 sonic sidearm in use by Police officers across the major cities of the world, Marksman tends to clean up the sticky situations his super-powered teammates get themselves into. Thinking more like a special ops soldier than a comic book superhero, Marksman uses hypersonic, long range weaponry to keep situations under control and protect the Champions of Earth from themselves as well as the villains they face. Giant is the only member of the team Marksman has any respect for or contact with and even this is usually done via communicator rather than in person. IceStar - Once a show-off and teen magazine heartthrob, IceStar has become as cold as...well ice since he carelessly Ice Spiked an innocent bystander (a seven year old boy) with an errant shot. IceStar has changed his tactics in combat and no longer uses any ranged attacks. He has also developed a disciplined workout regimen with the help of Giant. This program is designed to overwhelm IceStar during each session to ensure that he never gets overconfident again. Dr. Arcane - Dr. Arcane spent most of his life as an occult book store owner and master of arcane trivia from around the world and throughout human history. When the magic swell swept across Earth, his powers were awakened and he formed a council of these new mages to protect Earth from Magical threats. When he discovered V'han he was named as Prime Magus of Earth and due to his advanced age (and preference for surrounding himself with attractive young women) he took on two young female students; Solitaire and Rose. Solitaire is the older and more knowledgeable of the two, but Rose has become an indispensable companion to the old man and has been chosen as his successor. Obsidian - Of the many aliens who have come to Earth, none had a more spectacular arrival than that of this alien Prince. Obsidian's arrival came during an initial assault by V'han. She had dispatched a large squadron of her D-Soldiers to assault Paris, France. The Champions of Earth had traced the D-Soldiers' coordinated teleportation signals to a central communications node in the vineyards outside of the city and as they were embattled in what looked like a hopeless fight against the D-Soldiers, a ball of rock and fire fell into the node with enough force to destroy the fortified node and level vineyards for a mile in every direction. When Obsidian emerged from the fiery epicenter of the impact and the others realized he had hurtled through space, the atmosphere and impacted the Earth itself without the aid of any equipment of spacecraft, they recruited him on the spot. Obsidian has come as an ambassador from his people, but what type of partnership is the King looking for from the Earthlings? Coyote - Native American and Mutant shapeshifter Gabriel Cougarspaw was born with an unusual birthmark and an affinity for all animals. When he had passed the native rights of manhood, his vision quest revealed to him the Coyote Spirit and his ability to assume the shapes of Native American totem animals. Coyote rarely speaks of his spirituality as he finds it causes others to think less of him, but his powers have been waning lately and he is concerned. He recently confided in Crusader as a kindred spirit and Crusader accused him of being a godless savage. Seeker - The man known as Seeker was raised in the wild outback of Australia. He saw the ancient practices of the Aboriginals mixed with the modern world of Sydney. He became intrigued with Martial Arts as a boy and began what an aboriginal shaman called his quest to seek out the perfect union of body, mind and soul. To become a Seeker of perfection in himself. He spent the next thirty years traveling the world and learning a mix of Martial Arts from every continent and disciplines from a dozen masters. Before joining the Champions of Earth, Seeker developed the unique talent of forming his ki into weapons of pure energy. Most often these take the form of Swords, but almost any weapon is possible, even thrown weapons may be manifested, though these have an extremely limited range. Solitaire - The first disciple of Dr. Arcane and a powerful mentalist in her own right. Solitaire has developed into a formidable combatant and field commander in the absence of Giant (and Flare who refuses to follow her). Solitaire was given a mystic bauble by Dr. Arcane early on in her teachings and now she focuses almost all of her magic through it. Her mental powers do not rely on the bauble, but lately she has found herself having to concentrate more when using those psionic abilities and becoming more fatigued from their use recently. She has taken Dr. Arcane's decision to make Rose his successor better than anyone expected and has spoken privately with Giant about abandoning her magic studies to focus on her psychic abilities. Crusader - Little is it spoken of and by few are they known, but the Vatican has an elite group of Religious Investigators known as the Fellowship of King Richard the Lionheart. These men are recruited from seminary school and sent into Special Operations training in Europe and the U.S. to become the intelligence network and strong right hand of the Pope. The leader of this cadre in known as The Crusader. He carries a shield made from the blessed shield of King Richard himself. It is said that this blessed instrument of God "...shall not be rent asunder by any force of will other than His." When the Champions of Earth were formed, The Crusader was given a costume and a cover story of being an Italian Special Ops agent with a family history in religion. The Crusader carries a number of religious artifacts and is verse in all religious doctrine including demonology, occult and exorcism.
  13. levi

    Ultimate Wonder Twins

    Re: Ultimate Wonder Twins
  14. Re: Superhero Images Great work on the site Ian! I can see why you are swamped with paying work.
  15. Re: Name for a fictional city I like Haven....maybe New Haven or [Hero Team Name]-ville, -ton, or City or the corny...Hometown
  16. Re: Early "What do you want to see?" for Teen Champions But this setting is more exciting than our lives. I guarantee that none of your Champions (adult) characters come home after work and watch the Cubs game in their underwear either. Heroes, even Teenage ones, are more dynamic and involved in the world around them than real people are. Kudos to your idea Sociotard!!
  17. Re: Wedding Bells Are Ringing! Battlestar (former Malvan slave turned gladiator) would show up with a piece of original Malvan sculpture. It would be forged of soul crystal which gives the couple Mind Link over any distance once it has been attuned through meditation. Brawl (Chicago street tough Nico Brantonelli turned hero) would send an envelope full of coupons for free services from the various businesses his individual family members own across the country (he has a HUGE family). I would like to see the Conqueror's use the absence of so many heroes (all attending the wedding and reception) to shut down the Millenium City public works and hold the city hostage. Lady Blue crashing along with a Superhype film crew to do a red-carpet arrival show would be interesting. An IHA protest of the event as furthering the dominance of meta-humans in society. Second generation metas (the inevitible result of such a union) would definitely be a hot topic for them. I absolutely LOVE phydaux's Viper/Foxbat idea. BTW, when you guys do this kind of thing, it rocks! Thanks Scott.
  18. Re: Help me build my Gameday event! When you list this game for Gamesday make sure to list it as somthing like "Buffy: the Vampire Slayer meets Smallville meets the Life as We Know It", if you want a good mix of male and female players at the table. Great characters so far BTW!!
  19. Re: Language Question Firstly, both of those languages did indeed have a spoken form. What I think you are asking though is if you should purchase a Language Skill to be able to read them. In a modern setting I would say that KS: Egyptian Heiroglyphics or KS: Sandskrit would be more appropriate. Often times in popular fiction (as well as in academics) you will have conflicting interpretations of the same set of writings. Making a Skill Roll would better represent the accuracy of one interpretation over another IMHO.
  20. Re: Minor question on Armored character It is not legal (per Steve Long) to buy negative Characteristics as Powers. You could buy Penalty Skill Levels for all DEX Rolls, Only when in Armor. That won't lower your actual DEX characteristic, but it will limit the character's mobility.
  21. Re: Early "What do you want to see?" for Teen Champions I was aprehensive about the Skill Level ban at first too, but the player of the Team brick has expressed how much cooler he thinks it is that his character has progressed through Skill Levels (first buying +1 CSL with Punch; then expanding it to Punch, Grab & Haymaker; and now saving the 2 points to increase to +1 HTH CSL). Ordinarily he would have just built the character with at least two HTH CSLs and he feels like the character is really growing in a natural way because of the restriction. Also once they were recruited to the Superteam, they were each given Bulletproof Spandex Uniforms (6 DEF Armor) by the team benefactor (something I had planned before giving them the Character creation guidelines) so the Defense observation is well taken.
  22. Re: Happy Halloween Herophiles! Can you attach the .hdc file please? I'd like to adjust this guy for a Fantasy Hero game.
  23. Re: Early "What do you want to see?" for Teen Champions
  24. Re: Early "What do you want to see?" for Teen Champions
  25. Re: Anybody ever play Fantasy Superheroes? Ever read the old Cliffhanger Comic called Battlechasers? Joe Madurera (sp?) drew this book in what seemed like his spare time (read: it came out quarterly at best) and had some amazing fantasy/manga art and characters who were more Champions characters than DnD. Worth a look if you are thinking of running a game in that blended genre.
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